Eternal Ermor of legions, Jesus and priests of ancient faith learning secrets of dark arts from lizardmen to make said eternal Ermor more eternal.
Eternal Ermor, which went a bit too eternal and happily wants to share its eternity with everyone.
Ermor of averege eternity trying to outeternal too eternal ermor and snek ermor by reasonable necromancy.
Ermor, which tries to figure out, how to stay eternal without necromancy, but with HYDRAS and snaeks.
Even more eternal ermor then all other eternal ermors alltogether, so eternal, that it even got back dudes, who made first mentioned eternal Ermor so eternal with just gladius and pila, and they want to make it great again.
I think you're missing I Can't Believe It's Not Eternal Ermor: More heresy, same great snaeks.
I believe lorewise Marignon is also an offshoot of Ermor, who felt that Ermor got too eternal for its own good because it simply didn't go to church often enough. Ulm used to be as well, before pre-Ulm was introduced.
...y'know, I'm just waiting for them to introduce a LA Oceania, and it's exactly the same as the first two. "Nation of change" my ass.
Mostly the cheap/freespawn reanimators that can put out mostly better chaff than skeleton ermor or people ermor (though massing the reanimators is arguably easier with people ermor)
I think I'd have to disagree on them having better reanimations than skellymor. Sure, an H1 being able to summon 10 size 1 ethereal paralyzing ghosts with massive morale but that aren't actually mindless is great, but the main problem Lemuria has is that most of its freespawns and reanimations simply don't do any damage.
One thing is the spectral legionnaires and velites and whatnot with their MR-negates weaponry, that's a perfectly fine price to pay for being ethereal... But dispossesed spirits and shadow soldiers only have paralyze as a weapon, which deals no actual HP damage (except in bizarre, undocumented overload-situations which I don't really understand how they work). The only reanimations that have health-damaging weapons are apparitions (which are a
laughably poor substitute for the wailing ladies, but would've made great assassins if they were commanders. And stealthy) and shade beasts. Now, mind, shade beasts can be kinda cool, provided they don't get killed off thanks to their inherent squish... Hell, I even had one get the last bite in on a formless spawn, which somehow reanimated it as a soulless jotun. But the problem with shade beasts is that only H2 and up can summon them, and then only 1 at a time for H2, 2 for H3.
Ermor would also get usable (ableit weak) freespawn in "empty" provinces, while Lemuria *ONLY* gets dispossesed spirits in provinces without a temple. Having a temple will allow for a smattering of shade beasts and apparitions to show up, and having a fort will allow ghost Romans to spawn. But putting a temple in every province is perhaps a wee bit pricey, especially when your province defense is probably the worst of the bunch (the extra commander at 20 PD is actually WORSE than the one you get at 1 PD, as well as having only a small number of the generally whiffy spectral legions as your front line).
Oh, yeah... I also just lost my Lemurian pretender in a test game. Not to the enemy, which was getting soundly trounced, but to the pretender's own damn stupidity. He apparently felt that being behind everyone else was just TOO BORING, so the little frost father ran straight through everything until he could stand next to the apparitions in the front row.
Y'know, the ones with the plague cloud that diseases everything nearby. His tombstone shall read "DUNCE".